How to dynamically create a Prefab using Run Time

I am trying to have a very simple prefab be created at run time, it is just a Plane’s primitive with a texture attached to it and as far as i can tell it should working, but it does not show up where it should.

Here is the script that I am using, it is attached a large Plan primitive, just created with the Game-object Menu.

using UnityEngine;
using System.Collections;

public class Spawn_squares : MonoBehaviour {

public GameObject mod;


// Use this for initialization
void Start () 

{
	
for(int i = 0;i < 10;i++)
	{
	 	for(int j = 0;i<10;j++)
		{
//	mod = GameObject.Find("PlaneS");
			mod = (GameObject)Instantiate(GameObject.Find("PlaneS"),
				transform.position,transform.rotation);
			Debug.Log("HEllo"+i);
		}
		
		
	}
	
	
}

// Update is called once per frame
void Update () {
if(Input.GetKey(KeyCode.A))
	{
		
	transform.Translate(new Vector3(0,-1,0));	
		
		
	}
}

}

Dont exactly know what you are trying to achive. But here is a way to create a primitive plane and then instantiate it.

	GameObject obj;
	void Start () 
	{	
		
		obj = GameObject.CreatePrimitive(PrimitiveType.Plane);
		Instantiate(obj);	
	}

You can also instantiate from a prefab in the following way. It is a basic and simple way to do it in.

[SerializeField]
GameObject obj;
void Start () 
{
	Instantiate(obj);
}

Then you pick which prefab you want to use in the inspector.
You can change the position of the object directly when you instantiate it.

Instantiate(obj,Position,Rotation);

Hope this help. Reply if not